[WIP] rtah020beta1
Quote from thehermit2 on February 17, 2008, 6:50 amhttp://forums.thinking.withportals.com/dload.php?action=file&file_id=169
This is my first nearly completed map using Hammer. It is the second or possibly third map in a series of indeterminate length that I am kind of working on called "the Road to Android Hell."
The overall plot of the series is that the player, a test participant loose in the facility, stumbles across the android testing grounds, gets misidentified as an android by GLaDOS, and has to undergo a series of increasingly difficult live-fire excersises and other combat simulations, primarily involving turrets.
This particular map is intended to gradually introduce the player to the concept of turrets placed on rotating platforms. These have been tricky to implement in-game because without adequate protection like a cage they are easy to get behind and tip. I chose to use moats and trenches so that the turrets were defended but could still be knocked over by a determined player.
The map is pretty close to finished. I still need to put in proper soundscapes, music, elevators, and level transitions, and polish it up a bit. I would also like to replace the game_text subtitled dialogue with actual sound files, but I am not really a sound guy, so unless the subtitles really don't work for people I'll probably stick with them. I would appreciate any feedback on how they read, and whether they work for you.
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There is also an accessible bts area and a secret bonus for knocking over all 6 test chamber turrets.
http://forums.thinking.withportals.com/dload.php?action=file&file_id=169
This is my first nearly completed map using Hammer. It is the second or possibly third map in a series of indeterminate length that I am kind of working on called "the Road to Android Hell."
The overall plot of the series is that the player, a test participant loose in the facility, stumbles across the android testing grounds, gets misidentified as an android by GLaDOS, and has to undergo a series of increasingly difficult live-fire excersises and other combat simulations, primarily involving turrets.
This particular map is intended to gradually introduce the player to the concept of turrets placed on rotating platforms. These have been tricky to implement in-game because without adequate protection like a cage they are easy to get behind and tip. I chose to use moats and trenches so that the turrets were defended but could still be knocked over by a determined player.
The map is pretty close to finished. I still need to put in proper soundscapes, music, elevators, and level transitions, and polish it up a bit. I would also like to replace the game_text subtitled dialogue with actual sound files, but I am not really a sound guy, so unless the subtitles really don't work for people I'll probably stick with them. I would appreciate any feedback on how they read, and whether they work for you.
===================
There is also an accessible bts area and a secret bonus for knocking over all 6 test chamber turrets.
Quote from infernet89 on February 17, 2008, 6:58 amOk, finished your map.
Last test was very long to finish, and also very difficult if the turrets are still alive.
The sound you play when there are subtitles it's noisy, i hate that.
howewer, i'm going to search the secret bonus for knocking over all 6 test chamber turrets.
EDIT:
founded the bts area, really amazing but [spoiler]it can be very cool if at the first time we enter to the corridor we see an elevator at the end of that with a gman inside closing his doors and going up.[/spoiler]
Ok, finished your map.
Last test was very long to finish, and also very difficult if the turrets are still alive.
The sound you play when there are subtitles it's noisy, i hate that.
howewer, i'm going to search the secret bonus for knocking over all 6 test chamber turrets.
EDIT:
founded the bts area, really amazing but
(I'll stop recording if i die.)
Quote from Hyakkidouran on February 17, 2008, 9:09 amThis map is really good.
It uses a new concept, graphics are nice...I just could not stand the "chatter" sound. It was too loud and annoying for me. This map would gain to have either:
- no chatter
- chatter but with less volume
- Glados custom voiceYou choose your solution, but I think voice would be great because the text is pretty good, very in the spirit of Glados.
A few custom textures would also be a perfect finishing touch (room "welcome sign" or "rotating turret" sign, for example.
This map is really good.
It uses a new concept, graphics are nice...
I just could not stand the "chatter" sound. It was too loud and annoying for me. This map would gain to have either:
- no chatter
- chatter but with less volume
- Glados custom voice
You choose your solution, but I think voice would be great because the text is pretty good, very in the spirit of Glados.
A few custom textures would also be a perfect finishing touch (room "welcome sign" or "rotating turret" sign, for example.
NO! THE CAKE! NOOOOOOOO !
Quote from infernet89 on February 17, 2008, 9:42 amSomeone has founded the secret bonus for knocking over all 6 test chamber turrets?
I just founded the second final, the one who restart the map at the end of that.
Someone has founded the secret bonus for knocking over all 6 test chamber turrets?
I just founded the second final, the one who restart the map at the end of that.
(I'll stop recording if i die.)
Quote from Aldéz on February 17, 2008, 12:27 pmGreat map. One irritating thing was that I often tried to solve the puzzels the wrong way. Probably not your fault. Skip the noise when the subtitles are shown. They should last a little longer too. The BTS area was confusing because [spoiler]the turrets didn't appear at first. I went back and forth before the doors suddenly opened.[/spoiler] This area is also too bright and check the shadows at the elevator. The map restarted for me too, and I didn't knock down every turret.
Great map. One irritating thing was that I often tried to solve the puzzels the wrong way. Probably not your fault. Skip the noise when the subtitles are shown. They should last a little longer too. The BTS area was confusing because
Quote from thehermit2 on February 17, 2008, 2:32 pmSo far I am getting unanimous dislike for the noise that plays with the subtitles. It sounds like it should either be turned down or removed altogether.
I don't really want to remove it because without it the subtitles are easy to miss once they start playing. What if I went with a different sound?
Originally I was looking for a sound that sounded like the static that occasionally plays with the GLaDOS dialogue, but I couldn't find a separate sound for this in the Portal SDK. There were a couple of sounds that were vaguely like static, but if anything they were more annoying than the random chatter. I'll probably just turn the noise down to barely audible.=====
It looks like the multiple endings might be a little confusing. The second ending is not the bonus for knocking over all turrets. It is supposed to represent "Android Hell," which means you have to repeat the test chamber over and over again. The orange Android Hell ending activates when the player enters the BTS area; if they don't, they get the blue ending, which will ultimately load the next map.
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The turrets in the BTS area are activated by a trigger look. Because the player can't move on until they are triggered, I also put in a timer that activates them as a backup. It sounds like finding the trigger look might be causing problems. I should probably shorten the backup timer, and maybe either reposition the trigger look so it is easier to stumble across or add multiple trigger looks.
So far I am getting unanimous dislike for the noise that plays with the subtitles. It sounds like it should either be turned down or removed altogether.
I don't really want to remove it because without it the subtitles are easy to miss once they start playing. What if I went with a different sound?
Originally I was looking for a sound that sounded like the static that occasionally plays with the GLaDOS dialogue, but I couldn't find a separate sound for this in the Portal SDK. There were a couple of sounds that were vaguely like static, but if anything they were more annoying than the random chatter. I'll probably just turn the noise down to barely audible.
=====
It looks like the multiple endings might be a little confusing. The second ending is not the bonus for knocking over all turrets. It is supposed to represent "Android Hell," which means you have to repeat the test chamber over and over again. The orange Android Hell ending activates when the player enters the BTS area; if they don't, they get the blue ending, which will ultimately load the next map.
=====
The turrets in the BTS area are activated by a trigger look. Because the player can't move on until they are triggered, I also put in a timer that activates them as a backup. It sounds like finding the trigger look might be causing problems. I should probably shorten the backup timer, and maybe either reposition the trigger look so it is easier to stumble across or add multiple trigger looks.
Quote from infernet89 on February 17, 2008, 3:24 pmthehermit2 wrote:{cut}
The second ending is not the bonus for knocking over all turrets. It is supposed to represent "Android Hell," which means you have to repeat the test chamber over and over again. {cut}Could you give us some [spoiler] to that secret bonus?
The second ending is not the bonus for knocking over all turrets. It is supposed to represent "Android Hell," which means you have to repeat the test chamber over and over again. {cut}
Could you give us some
(I'll stop recording if i die.)
Quote from rellikpd on February 17, 2008, 5:23 pmThe Road to Android Hell is paved by AI with good intentions.
<downloaded: going to go play>
The Road to Android Hell is paved by AI with good intentions.
<downloaded: going to go play>
Quote from Ralen on February 17, 2008, 8:32 pmI thought this map was challenging, but fun.
thehermit2 wrote:I don't really want to remove it because without it the subtitles are easy to miss once they start playing.The subtitles are huge and neon orange, I don't think the player is going to miss them. I personally didn't mind the chatter sound that much though.
On the subject of multiple endings, does your final score actually change depending on how you complete the puzzles?
Also, what does BTS stand for?
I thought this map was challenging, but fun.
The subtitles are huge and neon orange, I don't think the player is going to miss them. I personally didn't mind the chatter sound that much though.
On the subject of multiple endings, does your final score actually change depending on how you complete the puzzles?
Also, what does BTS stand for?
Quote from Hober on February 17, 2008, 8:33 pmBehind the Scenes. It refers to the part of the game after the final formal chamber when you're making your way through the actual facility.
Behind the Scenes. It refers to the part of the game after the final formal chamber when you're making your way through the actual facility.